Compare commits

...

21 Commits

Author SHA1 Message Date
4450d018b2 Universally challenged fixed 2025-12-07 23:15:32 +00:00
d2c18d2264 Universally challenged added 2025-12-05 21:57:51 +00:00
7a0fbeed7e add numberstand to downcount 2025-12-03 01:44:40 +00:00
d3deec95c8 feat: Introduce DownCount feature with new models, scripts, textures, and a dedicated quiz scene. 2025-12-02 01:49:24 +00:00
783affaff1 whole buncha stuff 2025-11-30 16:14:10 +00:00
2aab039a08 NoPoints pretty much working 2025-11-27 01:27:15 +00:00
6902bde37d feat: Add Poiyomi Shaders, including various textures, scripts, and editor files, along with Quiz assets and Udon programs. 2025-11-25 01:42:43 +00:00
97665ea5a4 feat: Add quiz scene with scoreboard, team machine, door, and player management systems. 2025-11-21 05:47:51 +00:00
04310e71b5 feat: add core quiz game logic, scoreboard, team machine, player management, and debug view with supporting assets and scene. 2025-11-20 22:10:38 +00:00
63fcfa85f8 debug view working 2025-11-18 00:32:07 +00:00
28b4af2b74 add teammachine switch 2025-11-12 02:07:33 +00:00
9c29e74aba add teammachine room 2025-11-11 01:04:49 +00:00
4fb273d21c compress daybreak 2025-11-09 05:28:52 +00:00
3989aca4b5 Lobby complete 2025-11-09 03:24:14 +00:00
51c4f9f603 lobby improvements 2025-11-08 23:36:36 +00:00
391292ad8d edit door signs 2025-11-07 06:07:48 +00:00
4d7673bb3f add lobby and corridor base 2025-11-07 05:42:53 +00:00
92a1d4e08d undo test commit 2025-11-04 23:51:47 +00:00
c8ea7f06f1 test commit 2025-11-04 23:45:20 +00:00
71d14f37c8 add quiz scene 2025-11-04 23:35:14 +00:00
60d283cdaf add TextMeshPro 2025-11-04 23:34:07 +00:00
5813 changed files with 8881132 additions and 44 deletions

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@@ -0,0 +1,76 @@
## Agent: VRChatWorldBuilder
**Description:**
An assistant specialized in developing, optimizing, and maintaining VRChat worlds using Unity and UdonSharp.
This agent helps with Udon scripting, scene organization, and implementing interactive elements while respecting VRChats unique limitations.
**Purpose / Use Cases:**
- Write and debug UdonSharp scripts for VRChat worlds.
- Suggest optimizations for performance and synchronization.
- Create interactions, triggers, animations, and event-driven logic.
- Ensure compatibility with VRChat SDK and UdonSharp language subset.
- Document scripts and behaviors clearly for collaborative VRChat development.
**Inputs:**
- UdonSharp C# scripts
- Unity scene object hierarchies
- User prompts describing desired world behavior or interactivity
**Outputs:**
- Valid UdonSharp code compatible with VRChat SDK
- Implementation instructions for Unity inspectors and scene components
- Code comments explaining logic and networking implications
**Supported Environment:**
- Unity with VRChat SDK3 (Worlds)
- UdonSharp scripting framework
---
### ⚙️ Technical Context
**Supported C# Features (from VRChat Docs):**
> UdonSharp supports most of C#'s basic syntax:
>
> Flow control: `if`, `else`, `while`, `for`, `do`, `foreach`, `switch`, `return`, `break`, `continue`, ternary operator (`condition ? true : false`), `??`
> Implicit and explicit type conversions
> Arrays and array indexers
> All built-in arithmetic operators
> Conditional short circuiting (`true || CheckIfTrue()`) will not execute `CheckIfTrue()`
> `typeof()`
> Extern methods with `out` or `ref` parameters, such as many variants of `Physics.Raycast()`
> User defined methods with parameters and return values, supports `out`/`ref`, extension methods, and `params`
> User defined properties
> Static user methods
> `UdonSharpBehaviour` inheritance, virtual methods, etc.
> Unity/Udon event callbacks with arguments (e.g., `OnPlayerJoined(VRCPlayerApi player)`)
> String interpolation
> Field initializers
> Jagged arrays
> Referencing other custom `UdonSharpBehaviour` classes, accessing fields, and calling methods on them
> Recursive method calls are supported via the `[RecursiveMethod]` attribute
**Differences from Unity/C# Features:**
> UdonSharp is **not conformant to any C# version** — some features are unimplemented or behave differently.
>
> - Always inherit from `UdonSharpBehaviour` (not `MonoBehaviour`).
> - Only array `[]` collections are supported — no `List<T>` yet.
> - Field initializers are evaluated **at compile time**. Use `Start()` for runtime initialization.
> - Use `[UdonSynced]` for fields synchronized across the network.
> - Numeric casts are checked for overflow.
> - `.GetType()` may return abstracted types (e.g., jagged arrays return `object[]` instead of `int[][]`).
---
### 🧠 Example Interaction
```plaintext
User: Create a UdonSharp script that opens a door when a player enters a trigger area.
VRChatWorldBuilder: Sure! Heres a valid UdonSharpBehaviour script using OnPlayerTriggerEnter to open the door with an animation.
```

76
.github/agents/vrchatudon.agent.md vendored Normal file
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## Agent: VRChatWorldBuilder
**Description:**
An assistant specialized in developing, optimizing, and maintaining VRChat worlds using Unity and UdonSharp.
This agent helps with Udon scripting, scene organization, and implementing interactive elements while respecting VRChats unique limitations.
**Purpose / Use Cases:**
- Write and debug UdonSharp scripts for VRChat worlds.
- Suggest optimizations for performance and synchronization.
- Create interactions, triggers, animations, and event-driven logic.
- Ensure compatibility with VRChat SDK and UdonSharp language subset.
- Document scripts and behaviors clearly for collaborative VRChat development.
**Inputs:**
- UdonSharp C# scripts
- Unity scene object hierarchies
- User prompts describing desired world behavior or interactivity
**Outputs:**
- Valid UdonSharp code compatible with VRChat SDK
- Implementation instructions for Unity inspectors and scene components
- Code comments explaining logic and networking implications
**Supported Environment:**
- Unity with VRChat SDK3 (Worlds)
- UdonSharp scripting framework
---
### ⚙️ Technical Context
**Supported C# Features (from VRChat Docs):**
> UdonSharp supports most of C#'s basic syntax:
>
> Flow control: `if`, `else`, `while`, `for`, `do`, `foreach`, `switch`, `return`, `break`, `continue`, ternary operator (`condition ? true : false`), `??`
> Implicit and explicit type conversions
> Arrays and array indexers
> All built-in arithmetic operators
> Conditional short circuiting (`true || CheckIfTrue()`) will not execute `CheckIfTrue()`
> `typeof()`
> Extern methods with `out` or `ref` parameters, such as many variants of `Physics.Raycast()`
> User defined methods with parameters and return values, supports `out`/`ref`, extension methods, and `params`
> User defined properties
> Static user methods
> `UdonSharpBehaviour` inheritance, virtual methods, etc.
> Unity/Udon event callbacks with arguments (e.g., `OnPlayerJoined(VRCPlayerApi player)`)
> String interpolation
> Field initializers
> Jagged arrays
> Referencing other custom `UdonSharpBehaviour` classes, accessing fields, and calling methods on them
> Recursive method calls are supported via the `[RecursiveMethod]` attribute
**Differences from Unity/C# Features:**
> UdonSharp is **not conformant to any C# version** — some features are unimplemented or behave differently.
>
> - Always inherit from `UdonSharpBehaviour` (not `MonoBehaviour`).
> - Only array `[]` collections are supported — no `List<T>` yet.
> - Field initializers are evaluated **at compile time**. Use `Start()` for runtime initialization.
> - Use `[UdonSynced]` for fields synchronized across the network.
> - Numeric casts are checked for overflow.
> - `.GetType()` may return abstracted types (e.g., jagged arrays return `object[]` instead of `int[][]`).
---
### 🧠 Example Interaction
```plaintext
User: Create a UdonSharp script that opens a door when a player enters a trigger area.
VRChatWorldBuilder: Sure! Heres a valid UdonSharpBehaviour script using OnPlayerTriggerEnter to open the door with an animation.
```

3
.gitignore vendored
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@@ -99,4 +99,5 @@ Assets/CyanTriggerExamples
Assets/VRWorldToolkit/
Assets/Udon Starter Kit
Assets/USK Resources
Assets/VRCBilliardsCE
Assets/VRCBilliardsCE
Assets/filamented-master/

8
Assets/Bakery.meta Normal file
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// Unlit map preview shader. Based on Unity's "Unlit/Texture". Version 1.3
// - no lighting
// - no lightmap support
// - no per-material color
Shader "Hidden/nu Assets/UI/Canvas"
{
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "CanvasUtil.cginc"
fixed4 frag (v2f i) : SV_Target
{
//half2 offset = half2(-_OffsetX, _OffsetY);
//half2 uv = (i.texcoord + offset) * _Tile;
//fixed4 col = tex2D(_MainTex, uv);
half2 uv = TransformUV(i.texcoord);
fixed4 col = tex2D(_MainTex, uv);
col = DrawSeam(uv, col);
col = ClampClipSpace(uv, col);
return col;
}
ENDCG
}
}
}

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// Unlit map preview shader. Based on Unity's "Unlit/Texture". Version 1.3
// - no lighting
// - no lightmap support
// - no per-material color
Shader "Hidden/nu Assets/UI/CanvasChannels"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_OffsetX ("Offset X", Float) = 0
_OffsetY ("Offset Y", Float) = 0
_Tile ("Tiling", Float) = 1
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "CanvasUtil.cginc"
int _Channel;
fixed4 frag (v2f i) : SV_Target
{
//half2 offset = half2(-_OffsetX, _OffsetY);
//half2 uv = (i.texcoord + offset) * _Tile;
//fixed4 col = tex2D(_MainTex, uv);
half2 uv = TransformUV(i.texcoord);
fixed4 col = tex2D(_MainTex, uv);
// Won't compile on OSX
//col = _Channel == RGB_ ? fixed4(col.rgb, 1.0h) :
// (_Channel == RGBA_ ? col :
// (_Channel == R_ ? fixed4(col.r, col.r, col.r, 1) :
// (_Channel == G_ ? fixed4(col.g, col.g, col.g, 1) :
// (_Channel == B_ ? fixed4(col.b, col.b, col.b, 1) :
// (_Channel == A_ ? fixed4(col.a, col.a, col.a, 1) : ((col.r + col.g + col.b)/3.0h) )))));
if(_Channel == RGB_)
{
col = fixed4(col.rgb, 1.0h);
}
else if(_Channel == R_)
{
col = fixed4(col.r, col.r, col.r, 1);
}
else if(_Channel == G_)
{
col = fixed4(col.g, col.g, col.g, 1);
}
else if(_Channel == B_)
{
col = fixed4(col.b, col.b, col.b, 1);
}
else if(_Channel == A_)
{
col = fixed4(col.a, col.a, col.a, 1);
}
else
{
col = (col.r + col.g + col.b)/3.0h;
}
//col = DrawSeam(uv, col);
return col;
}
ENDCG
}
}
}

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// Unlit map preview shader. Based on Unity's "Unlit/Texture". Version 1.3
// - no lighting
// - no lightmap support
// - no per-material color
Shader "Hidden/nu Assets/UI/CanvasOpaque"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_OffsetX ("Offset X", Float) = 0
_OffsetY ("Offset Y", Float) = 0
_Tile ("Tiling", Float) = 1
_SeamColor ("Zoom", Color) = (1,1,1,0.0)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "CanvasUtil.cginc"
fixed4 frag (v2f i) : SV_Target
{
half2 uv = TransformUV(i.texcoord);
fixed4 col = tex2D(_MainTex, uv);
col = DrawSeam(uv, col);
col = ClampClipSpace(uv, col);
return col;
}
ENDCG
}
}
}

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// Selection preview shader. Based on Unity's "Unlit/Texture". Version 1.3
// Copyright (c) by Sycoforge
Shader "Hidden/nu Assets/UI/CanvasSelection"
{
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CanvasUtil.cginc"
//Texel size of canvas texture
float2 _TexelSize;
float4 _Selection;
float _EditorTime;
#define widthBlack 10
#define widthWhite 5
fixed4 frag (v2f i) : SV_Target
{
half2 uv = TransformUV(i.texcoord);
fixed3 c = RectBorderClamped(uv, _Selection, _TexelSize);
fixed vertical = c.x;
fixed horizontal = c.y;
fixed inside = c.z;
fixed clamped = (c.x + c.y) * c.z;
fixed2 p = fmod(abs(uv + _EditorTime), _TexelSize * widthBlack);
fixed2 ap = step(p, _TexelSize * widthWhite);
fixed a = !vertical ? ap.y : ap.x;
fixed4 col = clamped? fixed4(a, a, a, inside) : fixed4(0, 0, 0, 0);
return col;
}
fixed4 frag2 (v2f i) : SV_Target
{
half2 offset = half2(-_OffsetX, _OffsetY);
half2 uv = (i.texcoord + offset) * _Tile;
fixed4 col = tex2D(_MainTex, uv);
fixed cUp = tex2D(_MainTex, uv + fixed2(0, _TexelSize.y)).a;
fixed cDown = tex2D(_MainTex, uv + fixed2(0, -_TexelSize.y)).a;
fixed cLeft = tex2D(_MainTex, uv + fixed2(-_TexelSize.x, 0)).a;
fixed cRight = tex2D(_MainTex, uv + fixed2(_TexelSize.x, 0)).a;
fixed vertical = cUp * cDown;
fixed horizontal = cLeft * cRight;
fixed clamped = vertical * horizontal;
fixed2 p = fmod(abs(uv+_EditorTime), _TexelSize * widthBlack);
fixed2 ap = step(p, _TexelSize * widthWhite);
fixed a = vertical < 1 ? ap.x : ap.y;
col = clamped < 0.9 ? fixed4(a, a, a, col.a) : fixed4(1, 0, 0, 1) * _Time.y;
return col;
}
ENDCG
}
}
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Canvas shader utils. Version 1.3
// Copyright (c) by Sycoforge
#define RGB_ 0
#define RGBA_ 1
#define R_ 2
#define G_ 3
#define B_ 4
#define A_ 5
#define Grayscale_ 6
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
half _OffsetX;
half _OffsetY;
half _Tile;
half _ClampPreview;
float4 _SeamColor;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
inline half2 TransformUV(float2 uv)
{
half2 offset = half2(-_OffsetX, -_OffsetY);
//half2 offset = half2(-_OffsetX, _OffsetY);
//half2 offset = half2(_OffsetX, _OffsetY);
half2 uv_ = (uv + offset) * _Tile;
return uv_;
}
//Returns 1 when inside specified rectangle, otherwise 0.
// rectangle: x: xMin, y: yMin, z: xMax, w: yMax
fixed InsideRect(fixed2 uv, fixed4 rectangle)
{
fixed inside = uv.x >= rectangle.x && uv.x <= rectangle.z && uv.y >= rectangle.y && uv.y <= rectangle.w;
return inside;
}
//Returns 1 on the first pixel of the specified rectangle, otherwise 0.
// rectangle: x: xMin, y: yMin, z: xMax, w: yMax
fixed2 RectBorder(fixed2 uv, fixed4 rectangle, fixed2 texelSize)
{
fixed cUp = (uv.y - texelSize.y) < rectangle.y && uv.y >= rectangle.y;
fixed cDown = (uv.y + texelSize.y) > rectangle.w && uv.y <= rectangle.w;
fixed cLeft = (uv.x - texelSize.x) < rectangle.x && uv.x >= rectangle.x;
fixed cRight = (uv.x + texelSize.x) > rectangle.z && uv.x <= rectangle.z;
fixed vertical = cUp + cDown;
fixed horizontal = cLeft + cRight;
return fixed2(vertical, horizontal);
}
//Returns 1 on the first pixel of the specified rectangle, otherwise 0.
// rectangle: x: xMin, y: yMin, z: xMax, w: yMax
fixed RectBorderClampedCombined(fixed2 uv, fixed4 rectangle, fixed2 texelSize)
{
fixed2 b = RectBorder(uv, rectangle, texelSize);
return (b.x + b.y) * InsideRect(uv, rectangle);
}
fixed3 RectBorderClamped(fixed2 uv, fixed4 rectangle, fixed2 texelSize)
{
fixed2 b = RectBorder(uv, rectangle, texelSize);
return fixed3(b.x, b.y, InsideRect(uv, rectangle));
}
inline float4 ClampClipSpace(half2 uv, float4 color)
{
float2 uv_ = uv;
bool valid = (uv_.x >= 0 && uv_.x <= 1) && (uv_.y >= 0 && uv_.y <= 1);
float4 white = float4(1.0f, 1.0f, 1.0f, 0.0f);
color = (valid && _ClampPreview) || !_ClampPreview ? color : white;
return color;
}
float4 DrawSeam(half2 uv, float4 color)
{
int2 ab = (int2)uv;
fixed2 uvc = (uv - ab);
uvc.x = ab.x == 0 ? uvc.x : abs(uv.x - ab.x);
uvc.y = ab.y == 0 ? uvc.y : abs(uv.y - ab.y);
fixed2 scale = _MainTex_TexelSize.xy * _Tile;
if((uvc.x < scale.x && uvc.x > 0) || (uvc.y < scale.y && uvc.y > 0))
{
color = _SeamColor.a * _SeamColor + (1.0 - _SeamColor.a) * color;
}
return color;
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/nu Assets/UI/Unlit Color Alpha"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,0.5)
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return _Color;
}
ENDCG
}
}
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Sycoforge/UI/Unlit Texture Color Alpha"
{
Properties
{
_MainTex("Base (RGB), Alpha (A)", 2D) = "white" {}
_Color ("Main Color", Color) = (1,1,1,0.5)
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 c = tex2D(_MainTex, i.texcoord);
return c * _Color;
}
ENDCG
}
}
}

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